Sampling plausible solutions to multi-body constraint problems
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
ARQuake: the outdoor augmented reality gaming system
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
AR2 Hockey: A Case Study of Collaborative Augmented Reality
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Stochasticks: Augmenting the Billiards Experience with Probabilistic Vision and Wearable Computers
ISWC '97 Proceedings of the 1st IEEE International Symposium on Wearable Computers
Personal and Ubiquitous Computing
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Shootball: the ball sport using dynamic goals
Proceedings of the international conference on Advances in computer entertainment technology
Many-worlds browsing for control of multibody dynamics
ACM SIGGRAPH 2007 papers
Proceedings of the 1st Augmented Human International Conference
VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Imaginary interfaces: spatial interaction with empty hands and without visual feedback
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Development of the motion-controllable ball
UIST '10 Adjunct proceedings of the 23nd annual ACM symposium on User interface software and technology
Target assistance for subtly balancing competitive play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Leasing service for networks of interactive public displays in urban spaces
GPC'11 Proceedings of the 6th international conference on Advances in grid and pervasive computing
Monte carlo methods for managing interactive state, action and feedback under uncertainty
Proceedings of the 24th annual ACM symposium on User interface software and technology
Imaginary phone: learning imaginary interfaces by transferring spatial memory from a familiar device
Proceedings of the 24th annual ACM symposium on User interface software and technology
Hi-index | 0.00 |
We present imaginary reality games, i.e., games that mimic the respective real world sport, such as basketball or soccer, except that there is no visible ball. The ball is virtual and players learn about its position only from watching each other act and a small amount of occasional auditory feed-back, e.g., when a person is receiving the ball. Imaginary reality games maintain many of the properties of physical sports, such as unencumbered play, physical exertion, and immediate social interaction between players. At the same time, they allow introducing game elements from video games, such as power-ups, non-realistic physics, and player balancing. Most importantly, they create a new game dynamic around the notion of the invisible ball. To allow players to successfully interact with the invisible ball, we have created a physics engine that evaluates all plausible ball trajectories in parallel, allowing the game engine to select the trajectory that leads to the most enjoyable game play while still favoring skillful play.